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[Heroes of the Storm] Artifacts removed. And there was much rejoicing!

LucascraftLucascraft Registered User regular
edited August 2014 in Games and Technology
heroes-of-the-storm-logo.jpg

What was once just a single map and went by the name "Blizzard DotA" soon became a small project known as "Blizzard All-Stars."

That small project was just re-announced this year at BlizzCon 2013 as a stand-alone product that Blizzard is putting a lot of effort into. Heroes of the Storm, or HotS for short (not to be confused with Heart of the Swarm which is another Blizzard product known as HotS), is a Multiplayer Online Battle Arena, or MOBA.

At Blizzcon 2013, Blizzard said that during early builds of the game, they did indeed have the classic DotA/MOBA Three-lane map, but they found that during internal testing, their players did not want to play the classic map after they had a taste of the new Battleground maps that were created.

Beta Sign-ups for Heroes of the Storm are now live on Blizzard's website. All you need to do is sign into your Battle.net account and check the box next to HotS to op-in.

Official Website:
http://www.heroesofthestorm.com/en-us

Resource & Info Sites:
http://www.heroesnexus.com/

Penny Arcade Alpha Player's List! <--- Add yourself to the Google doc and play games with other PA folk
https://docs.google.com/spreadsheets/d/1VPz6ZKRDFS91WP_f5fzWmnnlhN0B7kRYGtJRSbqNzFw/edit#gid=0
**NOTE** Friend Invites must be done from -IN GAME- because the Alpha is not synced up with the BNet launcher app.

The current alpha build of HotS was available for play on the showroom floor at BlizzCon 2013, and featured 18 playable heroes.

Heroes:
Abathur - Specialist. Can attach to a host teammate and affect a battle without being physically present. Has a "Deep Burrow" ability which serves as a mapwide teleport.

Arthas - Warrior. Has a mix of frost and undead abilities. Is meant to engage and initiate team battles. Can summon Sindragosa as one of his ultimate abilities.

Diablo - Warrior. Has many of his signature moves from Diablo 2, including Fire Nova and a charge attack. Very strong tank character.

Elite Tauren Chieftain (ETC) - Warrior. Mobility tank with an ultimate move called "Mosh Pit" which stuns his opponents in a large area for a short amount of time.

Falstad - Assassin. Medium ranged fighter with high mobility. Throws lightning hammers and can quickly move around the battlefield on his griffon mount.

Gazlowe - Specialist. Goblin tinker with the ability to spawn stationary turrets. Acts as a siege hero and long range strike support. Not good in physical confrontations.

Illidan - Assassin. Agility melee hero. Very quick and agile. Can close the distance to his enemies and deal a lot of burst damage.

Kerrigan - Assassin. Medium and short range attacks. She is versatile and has a strong mix of abilities that make her a threat on the battlefield no matter where she is positioned.

Malfurion - Support. Healing abilities, also has an AOE root ability.

Naziba - Specialist. Witch Doctor. Spawn minions. Excels at siege and making lane pushes. Long ranged abilities.

Nova - Assassin. Long range specialist. Has a sniper rifle and short duration cloaking ability. Has the ability to call down a nuke like the ghosts in Starcraft.

Raynor - Assassin. Medium and long range attacks. Can call down an orbital strike from his Battlecruiser. Is said to be an easy hero to learn on.

Sonya - Warrior. Barbarian tank character. Has a leap attack and whirlwind, two of the signature moves from Diablo. Very good at initiation and also chasing down runners.

Stitches - Warrior. Has the ability to hook an enemy into melee range. One of his ultimate abilities is to leave behind a potent poison trail as he moves.

Tassadar - Support. Shieds and damage prevention are his specialty. Not much else is known at this time.

Tyrael - Warrior. Has mobility to allow him to get quickly into the action. Also has a shield ability that allows him to prevent damage to a teammate and redirect that damage to himself at a reduced rate.

Uther - Support. Paladin character, can heal, shield, and protect his team. Has a self heal that makes him quite a challenging target to take down without a lot of focus.

Valla - Assassin. Diablo 3 Hunter. Has a mix of long range attacks, mobility moves, and traps.

Videos!
Cinematic Trailer
http://www.youtube.com/watch?v=0ecv0bT9DEo

Gameplay Trailer
http://www.youtube.com/watch?v=f_fAkO3WOSY

Developer Interview
http://www.youtube.com/watch?v=EnhI_JotfcY

Cartoon Trailer 1 (Announcement Trailer)
http://www.youtube.com/watch?v=eThSo670cas

Cartoon Trailer 2 (Blizzcon 2013)
http://www.youtube.com/watch?v=5iY_olSZ1Lw


Game Info:

Four Class Types

Assassin - Damage and Burst Heroes. These are the Heroes designed to get kills, do damage, and harm the enemy team
Warrior - Tank and Initiation. These are the Heroes who get into the thick of it and initiate team battles.
Support - Heals, Buffs, and Shields. These Heroes provide restoration, damage prevention, battle augmentation, and other types of support to keep their teammates in the game.
Specialist - Siege, Pets, and Other. These Heroes fill roles outside of the traditional Tank/Heal/DPS genre. Expect lots of unique and crazy gameplay from this class type.

Battlegrounds
Blackheart's Bay - A ghost pirate themed map, where the objective is coin collection. A CTF variant, where multiple "flags" are scattered about the map and must be collected and carried to a dropoff point.
Cursed Hollow - A powerful entity known as the Raven Lord has a presence on this map. The players collect tributes to give to the Raven Lord, which causes him to cast a curse on the enemy team, weakening their towers and minions for a period of time.
Dragonshire - A two point territory control map. The objective is to control the north an south points simultaneously, and then send a hero to the Dragon Shrine in the middle of the map, where he or she becomes a powerful super character that will destroy the enemy team.
Haunted Mines - A map where both teams battle enemies to claim their skulls and return them for points. This is a competitive PVE map, where PVP happens when two teams show up to kill the same enemies for their skulls.

Lucascraft on
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Posts

  • LucascraftLucascraft Registered User regular
    edited November 2013
    Basic Class Overview

    Heroes_Classes01_zpsa3dd1b01.png

    Screenshot featuring a few heroes not yet officially announced:

    Magni, Anu'berak, Zeratul, and Zagara (Broodmother)
    heroes-01.jpg

    Three Skins for Uther -- Judgement Armor, SC Medic Armor, and Lumberjack
    Heroes_Uther01_zps03a566c4.png

    Three Alternate Skins for -- Diablo, Kerrigan, Tassadar
    Heroes_AltSkins01_zpse39eaeba.png

    An image of 6 heroes on screen in a battle
    heroes-12.jpg

    A badass piece of concept art, featuring a couple other unannounced heroes - Chen Stormstout and Sylvannas
    L8KKE2FLB1HF1383791597220.jpg

    Lucascraft on
  • I needed anime to post.I needed anime to post. boom Registered User regular
    but can i play as Peasant

    liEt3nH.png
  • PMAversPMAvers Registered User regular
    Was this what you're looking for?

    http://www.youtube.com/watch?v=5iY_olSZ1Lw

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  • LucascraftLucascraft Registered User regular
    Yep, that's the one. I'll stick it in the OP.

    I also need to find some good images of the known heroes. So far the images I've found are much too big. I might have to just crop them and upload them onto my own Photobucket or something.

  • PMAversPMAvers Registered User regular
    TeamLiquid did a post of some of the system stuff they noticed while playing it for a few hours at BlizzCon.
    The general game mechanics are vastly different than similar games in a few ways.

    There are no items, there is no shop. You differentiate your hero by choosing feat-like abilities every so often (levels 1, 4, 7, with 10 being an activated ultimate and 20 being a different ultimate - I forget when in between those). It's things like +20 attack damage or 10% attack speed, with some of them also having cooldown reduction properties or adding to your q-w-e abilities. Each of these are dependent on your hero, there are some that many heroes have but also unique abilities (Diablo can choose to get a built-in Radiance at some level).

    You get 3 of your skills (plus a passive) at level 1 with the scaling of them depending on what you choose from leveling, and gain your last at level 10.
    Experience is shared throughout the team, no matter where you are on the map. You do not get extra experience, or any currency, from last hitting. You get experience while you are dead. Your team will always all be the same level.

    Hitting B will bring you to the fountain as with League. You also have a mount that you can use when you are out of combat that gives +20% move speed to run around the map. There are no TP scrolls.

    There are certain jungle creeps you can kill, and they will summon mercenaries that will march forward towards enemy towers. They are not controllable and seemed strong.

    Towers have a limited number of bullets, something like 16-20 and they can run out of ammo. They restock over time but an extended siege can run them dry.

    At the end there is a "Features" screen which lists "unlock heroes and skins" which leaves me to believe this will be similar to LoL in how to get new heroes, rather than having only cosmetics as unlockables like Dota.

    The alpha build has 2-3 different skins for each hero as well as each mount (screenshots of some below).

    I played 6 different heroes and they all had gap closers so I think this is a common trait. Also one of the supports has a teleport that can go to anywhere visible on the map.

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  • ZekZek Registered User regular
    Sounds great to me, my complaints with LoL and especially DotA were that the games took too long and the slippery slope was too frustrating. This seems to be eliminating those problems. I'm sure it won't have a ton of competitive depth but it's good enough for me.

  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    I'm pretty unimpressed by the animations in that video. Looks pretty sub-par compared to what Dawngate is doing.

    But that's just one video. Waiting for some actual proper gameplay videos.

  • PMAversPMAvers Registered User regular
    Devs playing through two full matches:

    http://www.youtube.com/watch?v=Zhf-OVtvML0

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  • Big Red TieBig Red Tie beautiful clydesdale style feet too hot to trotRegistered User regular
    game looks sick

    3926 4292 8829
    Beasteh wrote: »
    *おなら*
  • FoomyFoomy Registered User regular
    Looks really interesting. Glad that they are trying some different things then the standard moba formula.

    Steam Profile: FoomyFooms
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    I'm just glad that they're strictly moving away from the vanilla 3-lane stuff. I got pretty sick of having to deal with a new hero every month on LoL, amongst other things. The more MOBAs that mix up things, the better~

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    So I'm not entirely up on the mechanics but watching the dev matches the first thing that comes to mind is SMNC where it's very push focused and objectives are full of massive come back potential.

    Which is fucking awesome.

  • LanrutconLanrutcon The LabyrinthRegistered User regular
    Man. That video is SO FUCKING AWESOME and GETS ME PUMPED and then the gameplay is shown and it's generic MOBA #142.

    Gimme a third person action adventure game where I get to beat up on iconic Blizzard characters please.

    Capture.jpg~original
    Currently playing: GW2 and TSW
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    edited November 2013
    The thing that excites me the most about what I've seen so far is the map design itself. It feels a million times more organic and the extra extra focus on objectives feels great. The level design of MOBAs has been the one thing that I feel needs much more diversification and from the looks of it, that's where their approach is going to be.

    If they focus on map variety rather than hero variety, I would be so sold, so hard. Also, giving creeps more interaction beyond "use as meat shield/lane block" or "kill for exp/bling".

    BRIAN BLESSED on
  • Big Red TieBig Red Tie beautiful clydesdale style feet too hot to trotRegistered User regular
    this is the most non generic moba since ever

    3926 4292 8829
    Beasteh wrote: »
    *おなら*
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Okay, so forts are purely just bigger towers that don't run out of ammo and reduce the shielding the throne gets?

    Also if none of the maps have an Annihilator I shall be sad.

  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    Okay, now you have my attention.

  • Hiryu02Hiryu02 Registered User regular
    Friends and I were discussing wanting to pick up a moba but didn't want to start on lol due to the already established meta that would take us a while to learn.

    Looks like this would be a great chance to start fresh.

    Hi BRT

    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • PMAversPMAvers Registered User regular
    Okay, so forts are purely just bigger towers that don't run out of ammo and reduce the shielding the throne gets?

    Also if none of the maps have an Annihilator I shall be sad.

    The closest so far would be Blackheart's Bay, with the cursed ghost pirate's ghost ship. But instead of rushing to him every time he's up and spending a bunch of currency that has basically no use in the rest of the game, you've gotta grab coins that spawn around the map and bring them to him without dying/getting the crap kicked out of you and you drop them.

    Probably not as OP as the Annihilator, but sounds to be incredibly useful.

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  • LorahaloLorahalo Registered User regular
    God those Carbot trailers are so good. Everyone should watch all of Carbot's animations, forever. They're awesome.

    I have a podcast about Digimon called the Digital Moncast, on Audio Entropy.
  • FireflashFireflash Montreal, QCRegistered User regular
    Everyone having the same level seems like a carebear mechanic. Ohh it's ok if you die, we still give you xp... we wouldn't want you to feel bad about dying. It removes the whole team dynamic of having characters at different power levels based on what they do during the match.

    PSN: PatParadize
    Battle.net: Fireflash#1425
    Steam Friend code: 45386507
  • WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    Fireflash wrote: »
    Everyone having the same level seems like a carebear mechanic. Ohh it's ok if you die, we still give you xp... we wouldn't want you to feel bad about dying. It removes the whole team dynamic of having characters at different power levels based on what they do during the match.

    Or it's a way to empower the role of support classes?

  • FireflashFireflash Montreal, QCRegistered User regular
    Support classes in Dota2 still do fine despite being much lower level than their carry teammate.

    PSN: PatParadize
    Battle.net: Fireflash#1425
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  • ZekZek Registered User regular
    Fireflash wrote: »
    Support classes in Dota2 still do fine despite being much lower level than their carry teammate.

    It's still a penalty to the player who wants to farm up and get their items like everybody else. This way there's no conflict of interest, everyone is in the same boat at all times and so they can focus simply on winning the game.

  • valiancevaliance Registered User regular
    Fireflash wrote: »
    Everyone having the same level seems like a carebear mechanic. Ohh it's ok if you die, we still give you xp... we wouldn't want you to feel bad about dying. It removes the whole team dynamic of having characters at different power levels based on what they do during the match.

    may work to their advantage to draw in a bigger crowd. Maybe Blizzard will finally create a MOBA with a low barrier to entry.

    If they want esports (and I'm sure they do, despite what they've said) they have a tough row to hoe, and I'm not sure this is their best strategy

  • Hiryu02Hiryu02 Registered User regular
    edited November 2013
    Seems to me that if you are playing this competitively and dying a lot, not getting stuff done etc it will still have a negative effect on the team overall, incentivizing good play.

    Would a killing blow/experience gained by character breakdown at the end of the game assuage those who want to feel the are carrying their team? Probably.

    Hiryu02 on
    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Fireflash wrote: »
    Support classes in Dota2 still do fine despite being much lower level than their carry teammate.

    Which is why everyone jumps on the oppurtunity to play support in DOTA and League.

    Because everyone relishes having sections of the game where they feel underpowered.

  • LucascraftLucascraft Registered User regular
    In League don't you get at least partial XP if you were a part of the kill? I played a TON of Sona back in the day in League (and Jana and Tarick). I never had a problem with XP.

    I haven't put much time into DotA2 so I can't really speak to how support works in that game. But as a player who prefers the support role in MOBAs, I am really looking forward to the shared XP mechanic.

    MOBAs, even in pickup games, are still a team game, and I really hate the lone wolf players who just hop on Akali or Katarina or whatever, and just do their own thing, trying to maximize their kill count and XP even if that isn't the best thing for the team. Sometimes there are other activities which are strategically the best option at a specific point in time, and having that guy on your team who just wants to fluff his own ego with a massive kill count isn't doing his team any favors.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    You get assist XP yes. Though supports and jungle tend to trail by a level or two from the average in a match.

    Basically I like the shared level because the game doesn't have any emphasis on farming at all. From what we've seen it's 100% objective based all the time. You want one person in each lane to get XP for minions dying near (assuming that's a thing) but otherwise it's obviously centred as being a team game with constant action. Adding in a need to farm anything would be silly.

    It doesn't even get rid of the ability to have 'carry' style characters either. Unless all feats are available to pick without level restrictions.

    Plus you still get punished for dying by the enemy team getting an XP jolt. Awesomenaut's does the same thing in that regard.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Fireflash wrote: »
    Everyone having the same level seems like a carebear mechanic. Ohh it's ok if you die, we still give you xp... we wouldn't want you to feel bad about dying. It removes the whole team dynamic of having characters at different power levels based on what they do during the match.
    Plenty of non-carebeary games do this sort of thing - in Quake, whether your K/D is awesome or terrible, rocket launchers will still spawn on the ground for you to pick up if you want them, just as much as they spawn for the enemy. In fact, they're the same rocket launchers, just like in Heroes of the Storm (good lord the acronym is HotS, the same as the SC2 expansion - who the fuck thought that's a good idea) the levels are the same levels.

    The dynamic of having characters at different power levels is gone, yes, but in its place you get the dynamics of being able to perform more roles at more times - you have more options at any given moment in HotS because you won't be underleveled. So in that way it expands the strategic possibilities rather than pigeonholing a support hero into a very specific sort of role.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    The dynamic of having characters at different power levels isn't automatically gone. It depends how they tweak the feat system and how strong certain ultimates are.

  • LucascraftLucascraft Registered User regular
    Updated OP with a short list of all 18 known heroes. I gave a general description of what we know so far.

  • FireflashFireflash Montreal, QCRegistered User regular
    I guess, but if you're gonna keep the whole team at the same level, why even bother with levels? Make it like Bloodlines where you have dota-like heroes but with a larger selection of skills, and no leveling up. Anyways, that's just a first not well thought out opinion, might work out fine in the end :p

    PSN: PatParadize
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  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Fireflash wrote: »
    I guess, but if you're gonna keep the whole team at the same level, why even bother with levels? Make it like Bloodlines where you have dota-like heroes but with a larger selection of skills, and no leveling up. Anyways, that's just a first not well thought out opinion, might work out fine in the end :p
    For the same reason Battlefield 4's maps have destroyable environments even though everyone's on the same map. Changing how the round plays over time can be an interesting mechanic.

  • LucascraftLucascraft Registered User regular
    On the topic of Heroes, they also said during one of the interviews at Blizzcon that they are currently prototyping (is that the right word) a design for the Lost Vikings. They said the challenge here is how to work all 3 of the Vikings into a single character. I imagine that this character will end up being something like the Pandaren Monk in original DotA when he splits into his 3 forms. Just a guess.

    Other heroes that we are very likely to see, even if they haven't been officially announced yet. This is my own list, with a bit of skill speculation thrown in.
    Jaina - Mage character with frost magic. Probably will be able to root or incapacitate people. Other possible spells include Polymorph and Iceblock.
    Thrall - Shaman character. Probably either support or medium/short range DPS. Will likely have totems, lightning spells, and a hammer.
    Zeratul - Stealth/Rogue character. Will probably have the ability to do blinks or blink-strikes and turn invisible.
    Blackthorne Guy - From Blizzard's SNES platformer. http://en.wikipedia.org/wiki/Blackthorne


    Right now, the roster is pretty light on support characters, so I expect that we will see a few more of those announced in the weeks and months ahead.

  • JAEFJAEF Unstoppably Bald Registered User regular
    Any moba that wants to operate in a space outside of DotA-clone land is something with potential. It's kind of like the situation with WoW. You can't just enter the MMO space with the same tired shit that's had years of refinement in an existing product. You have to do something new. And if Blizzard is good at anything it's iterating on existing ideas.

    Reservedly interested.

  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    Wasn't expecting them to make specific characters out of the Diablo classes. But that just means we can get more heroes from Diablo, just with different specs.

  • Kevin CristKevin Crist I make the devil hit his knees and say the 'our father'Registered User regular
    18) Abathur is a very hard ranged specialist. He's one of the most unique units in the game in that he doesn't directly engage in combat. Instead, he sits in the back of the map and acts through others, adding abilities to them. He can also place toxic nests to defend strategic locations on the map.

    The lore: In StarCraft II, Abathur engineers the evolution of the Zerg swarm to aid Kerrigan's efforts to take over the universe.

    Sounds like a playstyle I'll like.

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  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Fireflash wrote: »
    I guess, but if you're gonna keep the whole team at the same level, why even bother with levels? Make it like Bloodlines where you have dota-like heroes but with a larger selection of skills, and no leveling up. Anyways, that's just a first not well thought out opinion, might work out fine in the end :p

    Because you can still get an advantage against opponents. You'll see in that vid the guys with level advantage after an objective score tended to set the pace for the next few minutes.

This discussion has been closed.